developing 2D/3D games for playbook

I am looking to make a 2D (perhaps 3D) game app for the playbook but I am trying to figure out which tool set would be most appropriate. It seems like there are a number of options, such as AIR, javascript and HTML5, the native SDK, etc.

How are most 2D graphics games made for the playbook? For example, which API's does Angry Birds (for the playbook) or the like use? I'm trying to figure out which runs best on the playbook and has the richest API and active community support. I would prefer AIR/ActionScript 3 but I would be open to C/C++ or whatever else.

I've looked into Starling which uses AS3 and tried to make it work with the playbook but was not successful. Is it supposed to work with the playbook?

Re: developing 2D/3D games for playbook

Until there's Stage3D support in AIR (and it doesn't seem like we'll be seeing that any time soon) the native SDK will probably be your best option to build a smooth 60fps game. That being said, games like Dillo Hills are done in AIR using the GPU render mode, but that has its own set of issues. Your example, Angry Birds, was done with the native SDK.

Re: developing 2D/3D games for playbook

Thank you for your responses! What would you say about HTML5 / JavaScript? It seems like it is possible to create 2D/3D graphics/effects as shown here...though it seems like a lot of code just to make that simple TunnelTilt game..

Re: developing 2D/3D games for playbook

Wow, thanks for all the recommendations. They all seem like they will work great and save lots of coding time. Do you think there will be any obvious barriers, for example how Starling did not work because Stage3D is not supported, etc.

Re: developing 2D/3D games for playbook

Cocos2d-x is excellent. Very well supported, runs great on the playbook, and really pretty easy to use. C++, so powerful, but you can shoot yourself in the foot. I have used a lot of game engines, and this is a good one, but perhaps not for a total beginner. I haven't been a beginner for quite a while